Friday, January 26, 2018

Blood Bath - Game 3 of 3

Third Round. Bottom Table.

Yep, after losing the first two games (but still earning points in each), I get to spend the rest of the day at Table 7, the very bottom. 

I have no idea or concept at all of anything else happening in the room, except that (bringing old memories to bear), on Table 1 next to me is a father playing his son for the Tournament Win. 

Enough Nostalgia! 

In game 3 I'd be playing against a great 40K friend and Mechanicus player!  If anything this would be the best painted table for the day, having two fully painted and based armies facing off on a nice table of terrain.  It would be a great way to finish the day!

The OPFOR [battalion?] (no list was available so see photo after this text) had the chief of all the Mechanicum characters - Cawl, supported by 5 units of Skitarii Rangers, 1 unit of Sicarian infiltrators, and a large blob of  15 Fulgrite Electro-Priests, a Dominus, and most importantly, a 15-model blob of Corpuscarii Electro-Priests.



The Round 3 mission was going to be an interwesting challenge.  The important parts were to kill the opponent's warlord, and to get two of your units into the opponent's deployment zone. 

I figured I had the advantage here. 

Nope.  

After deploying, my opponent siezed the initiative. 

(art credit above - GW, all rights reserved).

Immediately before turn 1 the OPFOR was able to infiltrate the unit of Corpuscarii Electro-Priests nine inches from my nearest vehicle. Then on turn 1 he deep struck his Dominus onto my deployment edge, and at the close of his turn he earned one of the mission objectives (10 points). 

Corpuscarii Electro-Priests assaulted the vehicle, the Baal Predator, wrecking it. 

And you know what happens when they did that.  These sparking happy electro-priests become 3++ assault terminators with one wound and 5+ FNP. 

You can swear and curse with me right there....

On my turn, I put the chaplain and Sanguinary Guard deep strikers off in the enemy's deployment zone, since both players can score that mission separately. The Death Company would try to deal with the Electro-Priests. The Chaplain went off and assaulted a Skitarii unit, but the Sanguinary host failed their charge.  The Skitarii unit was killed off, but the Chaplain was killed the following turn.

Bu responding to the Electro-Priest incursion, I did what I'm not supposed to do - I decided to try to kill off the choppy ones with my choppy ones.  I've done it before against the same player...

I ultimately fed his Corpuscarii Electro-Priests blob the Death Company (9 or so anyway), a tactical squad, the Sanguinary Guard (after they got recalled with a stratagem), and Dante (because why not?).  I only killed 9 of his shirtless sparkly guys in return, so they game ended with 6 still on the board with nothing to do. A sole survivor or so of the death company and a razorback went on a rampage towards the enemy line.   

Yeah, it was fun to try.  Giant waste of time. 

Losing Dante lost me the game (15 points).  I could have just moved him off to the Sanguinary Guard in the far corner to hide behind a building.  If anything we would have then split that mission. 

Final score was 25 to 16.  I scored 34 points for the day, getting me 13th place.  How lucky of me to do so!  The other Blood Angels Player of the day got second place with over twice the points. 

After the game I packed up and headed out to get to my ski lodge for the night for a planned ski day!  I had a pack of nice Coffee Porter to complete as I mulled over the games by the fireplace. The next morning's skiing was EPIC BTW.

AFTERMATH

Overall I have a few closing thoughts from the day:

1.  My list was built on the perception that it could do well in all tactical card play.  It was mobile and based on claiming objectives while pressuring the opponent and having board control.  Although it did that in terms of board control, it failed to be relevant since cards only came into play in game 1. 

2. Morale is very important in the local meta / tournament missions.  As you can see from the mission types (non-standard), things like not failing morale were more important than losing units. Morale had to be maintained by either special rules/characters or by spending CP's, for which I always ran out of (having only 6), while most of my opponents started around 9 CPs with ways to recover them. You are better off in these missions to lose the unit in assault/shooting than to lose it to failed morale checks. Smaller model count units in this case would have been better. 

3.  Throwing lead down range is far more important still than true mobility in this format.  Two of my opponents had no real vehicles at all, and one had vehicles that rarely moved.  Each of my opponents had nominal infiltrate or deeps strike ability.  The missions did not require them to have more than that. For all practical purposes, a squadron of whirlwinds or indirect firing thudd guns would be more important than movement to get LOS.

4. Shoot the Choppy ones, Chop the shooty ones.  it is a simple rule. I could have moved up several places in final points by doing so. Never ever try to assault the Corpuscarii Electro-Priests unit once they go super-sayan.  In my case, moving on to other targets would have been more valuable, leaving the razorbacks and Baal predator to deal with things like that (while they backed away).

5. One thing I have not talked about or corrected myself on is that one of the missions (probably game 1) required you to be the first player to kill one of each of your opponent's unit types.  I saw that mission type in December.  That could range from simple (I only had HQ, troop, DT, elite, heavy), to much harder (HQ, troop, elite, FA, heavy, fort, flyer, etc.).  Having variety is important in these missions, which again is not standard for the game in general.  The best lesson here is understand the missions that will be played, and tailor your list to meet the missions. Clearly in game 1 (as well as Game 2) I'd have made more points simply by keeping Dante off the table or at least out of range/out of sight as an example, or hiding one unique unite (like the Baal) out of the range of the OPFOR. In game 1 my opponent had an elite unit and his heavy/indirect firing eldar platforms hidden to keep me from winning that mission (so we split on it). 

All for now, I have some list tweaks to make and more models to change!  I hope to get a game in again soon to do more tests...I look forward to hopefully talking with the other Blood Angels Player - his units were very different from mine and I'd like his opinion before I make more model purchases!

Did you see that Rouboute G will be available as a single model kit?  Oh man....

MING

Tuesday, January 23, 2018

Blood Bath - Game 2 of 3

Well, if you read yesterday's post thanks!

Here are some collected photos I should have posted yesterday:

Here is the 1500 point list in photo form.  I am still in the process to wrecktafit (a US slang term) the Blood Angels to the new codex parameters.  So, yeah, I used Baal turrets on the Razorbacks, and a Razorback turret on the Baal just so they'd be uniform in appearance.  What I need to do next is wreck the las-plas turrets into either TL AssCan turrets or TL LasCan turrets.  Also the blue bits are borrowed from my Ultramarine collection and need to be replaced from un-built bits box materials.  

I'm pretty happy with the Sanguinary Guard - although they too are slated for equipment changes and maybe new bases.  I have an unopened box to build, and it is recommended I get the squad larger too....or at least have two of them...or squeeze in somehow the Sanguinary Ancient with banner....

Bread and butter stuff.  Three small tactical squads for the razorbacks. I used Lemartes as a bog-standard chaplain, needing to build and paint two others of smaller stature.  Dante has been doing well as a model - I finally pinned his weapon hand in place to good effect.  He really needs a bigger base, being a heavy metal model.  I'll do that if/when I rebase the Sanguinary Guard to match.

As described yesterday...there is that small tac squad guarding the rear...ahem...objective two...which got me no points, but....and when I saw this shot I realized somebody was missing a magnetized backpack...(he'd formerly been a assault squad flamer marine...with a magnetized backpack and jump pack...it is also why his paint does not match the squad...

And from the first game...right before the shooting phase and the assault phase that cost me the chaplain, Dante, and death company...

Game #2 - Blood Angels Vs Astra Militarum

Having lost game 1 I went from Table 3 to table 7.  Bottom of the heap.  My opponent was Turner, and we always have a great time fighting it out.  I recommended him as best sport for the day.  

Turner was playing a very complex AM Brigade list, including Pask in a Plasma Executioner tank, Another Lehman Russ tank, two Sentinels, hellhound, a Thudd Gun, several commissars/sanctioned psychers, elite infantry from the Schola Progenium, an infantry commander, other officers/HQs, and 6 infantry squads, heavy weapon squads, etc.  

The game had the following-ish missions (its a blur and I don't have the sheets in front of me):
  • Primary - capture the two objectives on your opponent's deployment line while holding your own (15 points)
  • Secondary - Kill one of each of your opponent's units. (10)
  • Tertiary - Capture and hold the central objective for a turn. (5)
  • Bonus - First to kill three units. (1)


   Game setup after deployment.  The AM had seized the initiative.  Getting ready to deep strike in some AM elite infantry...with their hotshot lasguns.

Beginning of Turn 2...I decided to send the Chaplain and DC off to the right flank to capture the objective there (accomplished, wrecking two units), my opponent had wrecked the Baal predator at this point and was looking to get other units destroyed.  Dante and the Sanguinary Guard jumped in on the left flank.  The goal was to clear out the Am Elites and then meet up with the DC/Chaplain at the fourth objective.  

Although I did capture three of the 4 objectives, at game's end (turn 5) after some failed additional charges and running out of CPs, and failing to get the central objective, the score was 17-13.  We split the primary, he got the secondary, and I got the tertiary and bonus point.  

Overall, the right flank did OK, with the Chaplain leading the way and taking out the Thudd Gun Turn 3.  The DC themselves were all shot down, but the tacticals and razorback came forward to make sure I kept the objective.  On the left I just did not have the weight of bodies needed to assault into and win the objective in time, and after losing dante to weight of fire and all but 1 of the Sanguinary Guar and Tactical Squad, I was lucky to be in control of my own objective.  At the end the TL LasCan razorback had arrived at the central objective turn 4, but was then contested by a Lehman Russ (in assault with each other!)  

The biggest threats to my "small" force were the lascannons, autocannons, plasma guns, psychers, and that damn Plasma Executioner!  Not to mention, with relics/etc., the OPFOR CPs never went below 7.  Frankly, if I'd had his list, I don't think I'd have been on the bottom table.  It was pretty dang good!  

Overall, from here I remained on Table 7 at the bottom.  I'll toss up Game 3 of 3 tomorrow or Thursday with some final thoughts!

MING












    

Monday, January 22, 2018

Blood Bath - Game 1 of 3


I had a fun weekend at the FLGS rolling out the 8th Edition, new-codex Blood Angels.  Playing 40K instead of skiing! Inconceivable!

I thought you'd like to read how it went and what might apply to your own games. Overall, in this blog entry and the next two, I'll talk about my thoughts on the mission, my opponent's force (OPFOR), and try to summarize in each the types of improvements I'd like to make before the next tournament event.  Maybe there is a nugget in here for you as a Blood Angels Player!

A few things overall to start with - the event was set at 1500 points, using custom missions that the store manager had been dabbling in.  So, no ITC style missions.  No book missions.  I will include some thoughts on the missions, at times, because they are overall germane to my own thoughts on how to run an event as a TO. 

Most interesting, there are two people I'd love to actually know more from, as there experiences would be very interesting for the event.  The first is a friend, Steve, who also ran a Blood Angels list. The second, is the experience gained for the youngest person in the room, who in round 3, had to beat his own father to win  the event.  I'd love to see what Steve learned from the event - he has been running the "new" blood angels a ton more than me.  I'd love to get more about the kid's winning list and how it was used.

The event notes said there would be a painting comp tied to the event for models with the Titanic keyword.  I have no models in that class.  I thought it a possibility it might bring out some knights and greater demons, influencing what the opponents would bring.  Interestingly, there were no greater demon players...only two of the 14 players (or so) used Knights.  I did not stay for paint judging - I was supposed to travel that evening up to my ski lodge for the night!

My List
So my list for the event was pretty much the following (clarified from my ealier posts)-

Battalion Detachment, 6 CP
HQs

  • Dante
  • Chaplain with Jump Pack, Angels wing relic, crozius and bolt pistol

Elites

  • Sanguinary Guard, 5, 3 encarmine blades, 2 power fists, 2 inferno pistols, 3 angelus boltguns
  • Death Company, 10, jump packs, 8 bolt pistols, 2 plasma pistols, 4 chainswords, 2 power axes, 1 power fist, 3 power swords

Troops  

  • Tac Squad, 5, 1 chain sword, 1 flamer, 1 bolt pistol, 3 bolters
  • Tac Squad, 5, 1 chain sword, 1 flamer, 1 bolt pistol, 3 bolters
  • Tac Squad, 5, 1 chain sword, 1 flamer, 1 bolt pistol, 3 bolters

Dedicated transports

  • Razorback, TL AssCan, Storm Bolter, HKM
  • Razorback, TL AssCan, Storm Bolter, HKM
  • Razorback, TL LasCan, Storm Bolter, HKM
Heavy

  • Baal Predator, TL AssCan, HB Sponsons, Storm Bolter

So, 8 units to deploy, 4 for the board, 4 for reserves. 1500 points exactly. 

In every game I was the first to complete deployment.  In two games I failed to win first player turn (both by sieze), and in the first game I failed to sieze. 

The List Challenge
I bet I had to spend more time getting a list built for this event than pretty much any other event. Seriously.  Doing the math, rechecking the points, staring at the list. Redoing the math.  Changing some items.  Making sure my models were WYSIWYG. Stopping. Breaking out the bits boxes and nippers. Cutting off hands. Gluing on new hands holding other weapons to match list. Painting new arms and weapons. Proofing list. Finding errors. Changing another model to match list. Finding parts for another stormbolter and HKM. Painting more stuff. Painting bases of stuff that had not been painted. Providing counseling to a marine model marked for the Death Company in order to assign him as a tactical sergeant. Making him red. Another round of proofing. Midnight. Printing 4 copies of the list. Finding a final error on the list. Fixing list by hand.

Regardless, I got everything done EXCEPT one thing that was important.  I never could/got/did get to remove the remaining bolt pistols from the list and replace them ALL with boltguns instead. Could replacing 11 or 12 bolt pistols with boltguns really be important?  In this edition I'd have to say...yes...in this game, for Space marines of all kinds, every dice roll counts.  EDRC.

My character goal in this list was to have the ability to have a fearless bubble for the DC/Sanguinary Guard, and be able to give them rerolls to hit, and if I spread out these key units, to spread some of those benefits around.  I figured no Librarian was required at this level...that might have been fine in game 1...had I brought one, probably every spell cast would have failed... 

Game 1 - VS Eldar
My opponent had an Eldar Brigade detachment (9+ CP), including about 5 HQ units, 6 troop (guardian) units, and everything else that was more or less required.  Relics to allow capturing additional CPs as they were spent.  Eldrad. Avatar. Farseers on Jetbikes. Viper. Eldar pathfinders. Eldar banshees. Some form of heavy platforms that can fire indirect.  Two units were kept reserved. Half of the Eldar were from one faction getting FNP rolls.  The others were from another Eldar faction getting rend/mortal wound boosts. About 5 sources of Eldar spells for about 7 or 8 spells available per turn. 

Overall, the terrain was fair for the mission for the game. We got in the 5 turns. We set up in opposite deployment corners with a 18-inch diameter void between us.  I deployed the 4 vehicles last, so I could place them outside of LOS of the guardians.  Frankly I had no idea about the indirect fire.  My opponent ended up in a sort of bulls-head deployment.  Pathfinders on each flank, guardians and everything else in a strong central position.  One large unit of Guardians with a platform, and the banshees were kept reserved.

The missions included:

  • Primary - tactical card scoring (4 card hands with a 5th card dicard) (15 pts)
  • Secondary - cause more morale casualties (models) (10 pts)
  • Tertiary - occupy the table center with an HQ for more than a turn (beginning after the first turn) (5 pts)
  • Bonus - last blood (1 pt)

The OPFOR rolled better than me for first turn. I failed to sieze.

My thoughts in the game were to send in the Chaplain, Dante, and Death Company on the right flank, to eliminate the pathfinders and guardians there first turn, then go after the HQs after that. The Sanguinary Guard were to clear the pathfinders on the left flank, and hope to join Dante after that using a stratagem. Not knowing how the Eldar would bring in their reserves, Dante would stay close to the Death Company until the enemy hit the table.  After Turn 1, Dante would angle for the table center to pick up points for one of the missions. My other units would advance up the center to meet up with the other units baout Turn 3. Nice plan.  Met the mission parameters. 

I don't know if the enemy had a cunning plan.

We had decided for this game, any model IN or TOUCHING any terrain would get +1 save.  Also, wheeled or tracked vehicles could not climb vertical surfaces. 

My opponent started the game making a few units bosted with Eldar spells and took some potshots at my vehicles with his pathfinders and indirect platforms. he scored some primary points. 

On my turn 1, I dropped in my 4 reserved units as planned.  In shooting the pathfinders on the left were reduced to 1 model that I failed the charge distance for. On the right flank, The Chaplain (with a 3D6 relic charge range and a dice reroll) got into the other pathfinder unit and eliminated them (they failed morale at the end of the turn).  Dante failed his charge (to the pathfinders). The death company shot at the guardians nearby and then used a 3d6 charge stratagem and also failed their charge (into the same guardians). All of my tactical cards were for eliminating units entirely in assault or by shooting.  I scored nada. 

In response for turn 2, my opponent brought in his large guardian reserve squad near the Sanguinary Guard (left flank), while Eldrad, the Avatar, and guardians advanced toward my right.  Ultimately, the guardians plus smites whittled down 2 Sanguinary Guard on the left, 7 death company and the chaplain on my right. Then the Avatar (which had double moved due to a spell) charged and with a dice reroll reached Dante and the Death Company.  Going first, the Avatar swung everything at Dante and made 6 wounds, for which I failed the 4++ save on just one. The wound was D6, and he rolled a 6.  Dante was gone. I had no HQs remaining already.  Then the Death Company tried to damage the Avatar and maybe did a wound.  In the morale phase, the death comany, having lost 7 marines already that turn, fled. NOTE - if Dante had lived, they would have been fearless in his bubble. My opponent scored more points for the primary. Note that had Dante made his assault to the Pathfinders, my though was he'd be after Eldrad or the Avatar the following turn...it is historic how my luck just fails me. 

On my turn I poured asscan shots into the newly arrived guardian blob on the right, and then charged the last pathfinder, who died in assault. I put other shots into guardian units closest to me, from the right flank razorback and tactical squad. The Avatar was protected by the character rule for targeting.

On Turn 3, my opponent pushed forward on all flanks and center.  I was already out of CP's and hhe was generating them.  The right flank continued to crumble, with me losing the tactical squad to guardian and psyker mortal wounds.  The Razorback was charged and lost to the avatar. One of the farseers on jetbike was on the table center objective.

I responded with wrecking the Vyper, eliminating a guardian squad in the center by shooting and assault, and placing more wounds on the Avatar.  I may have actually eliminated it with a lascannon shot from another razorback. The assaulting tactical squad advanced to the center to attack the farseer on the jetbike next turn.

Turn 4 was going to go quick due to split time.  My oponent Began to withdraw the left flank attackers and consolidate on the center.  In assault the Farseer pooped two tactical marines, and took no wounds in the trade.  At the end of that phase the tactical sergeant held strong. 

I tried to get more shots at the central farseer but would not be able to target him, so I left the assault alone.  The sergeant's pistol was ineffective.  I did get the remnants of the blob squad on the left flank whittled down, evening the number of models lost due to morale checks. The Farseer eliminated the tac squad for last blood. 

The game ended with me losing 26 to 5 (we split the secondary).

Overall thoughts from this game - lessons learned:
I'm a person who learns more from doing. So here are my retrospective thoughts on the things I did.

1. Charges - who would think it was so hard to get charges off at greater than 9 inches, even if rolling 3d6 and a reroll!  Overall, the game might have changed alot if I'd made more of the three failed turn 1 assaults.  On the left flank it would have put the Sanguinary guard in terrain, making them harder to kill and score some points.  On the right flank, had Dante made his charge I would have actually scored more turn 1 points, and separate hime from the death company.  Had the death company made their charge, they would have likely wiped out another guardian squad entirely, or at least given me more morale points for the secondary, and maybe then advanced into another guardian squad reducing the return fire.  Instead they largely died to the guardian squads they were supposed to assault.

A possible fix - get Lemartes into the game.  Every DC unit rerolls failed charges for free.  That is better than using up a third of my CPs for a failed charge.

2. Dante did not make the grade - he was killed turn 2 having done nothing more than give bolt pistol/plasma pistol rerolls to the DC.  Then he was gone. At the end, I had 1 CP remaining, and was hoping he'd live in the assault to the Avatar, to then get D3 additional attacks...rerolling hits, rerolling wounds, with lots of axe mortalis damage should have eliminated the avatar instead.  I used that last CP for a save reroll, needing a 4++, but failed on the reroll. 

Two possible fixes - (1) get Dante at least 4 inches back from the DC (or other units) on the drop and use him as a reactionary force rather than front line attacker; or (2) trade him in for a Captain and Thunder Hammer / Shield / Jump Pack, who I can make DC and benefit from Lemartes if used. The negative is the Captain does not provide an all-hit-rerolls or fearless bubble.  But...if you throw in Lemartes and make the Captain DC, it could be very interesting to see the results of the overlapping reroll 1's, reroll DC charges, reroll assault misses...plus DC get +1A on the charge and a FNP save, plus the really great red thirst +1 to the wound roll. The jump pack captain still would have the Angels Wing relic, which is 3d6 charge and no overwatch (used in this game on the Pathfinder attack).   Don't forget I could also choose a useful warlord trait for the Captain, and if he is the Warlord, the Sanguinary Guard treat him as if he was Dante (reroll all misses in his bubble).  So, yeah, I may need to build/rebuild a DC captain for these parameters...

3. Pistols over Boltguns.  Lets face it.  The Pistols gotta go.  In the new codex / rules, the pistol use rule seems essentially very meaningless. Pistol wielding units don't last long enough for their use to work in most games.  Extra attacks come from chain swords, and at larger games from other characters who provide +1A bubbles...its tough, but I gotta live within the new codex. Look for bad ass death company dudes wielding angry one-handed bolt guns as they fly into the assault, with a chainsword or power weapon in the other hand.

Think what might have happened if the DC had dropped with the ability to throw 18 bolter dice instead of 8 pistol dice, into the guardians 9 inches away.  Rerolling misses with Dante.  Instead (with the plasma pistols added) of popping 4, it might have been 8.  That reduction in firepower and possible morale failure on the part of the guardians might have changed aspects of the game. It is all a matter of dice volume sometimes and 8 free dice can mean a lot in a smaller game.     

4. Vehicles.  Lost of dice from these vehicles.  In this game I lost just one. In assault. By an Avatar that did not fail his charge using a reroll.

On the other hand, the vehicles eat points in a smaller game.  In this game my opponent had a brigade, giving him an edge in CPs.  I don't think it can be easy at all to get a Blood Angels Brigade with powerful characters at 1500 points though. 

5. Deployment. Overall, I think it went alright.  My opponent and I both agreed that a lot of the game hung in the ability to get tactical points and I was doomed in bad cards.  Overall, his biggest error was holding the Banshees back, and actually forgot to deploy them, so they were lost.  It is uncertain if my deployment to the left flank (corner) with the Sanguinary Guard was an issue.  Although they did fail to clear the corner, they did draw off other Eldar strength that otherwise would have been applied to the center or right flank. At the end of  the game the only unit that had done nothing (besides the OPFOR banchees) was the tactical squad I left on an objective near the back corner, hoping for points for objectives.  If I did anything, it was not knowing if the OPFOR's two reserved units could deep strike (my assumption) or just enter from the OPFOR's long board edge - that would maybe have changed things a bit on my deployment, and maybe got that third tactical squad engaged elsewhere (or easily killed by all the shuriken madness).

All for now, I'll write up game 2 (Blood Angels vs Astra Militarum) next!

MING

Tuesday, January 16, 2018

Smaller Blood Angels List Musing

As promised in yesterday's post, here is a smaller list for 1500 points, 6 CP. 

It has "8 drops", 4 for the table, 4 for deep strike reserves. 
So, commanded by Dante again.  I just like re-rolling all misses for everything in his bubble. Plus, there are a few stratagems to buff him with to make him even more choppy.  I really should consider just dusting off the BA captain I have in the collection - with his Thunder Hammer, shield, and jump pack.  That would save some points, to use to get more DC marines or something.  Like swap the existing Chaplain and Dante together to revision the list to Lemartes and the Captain...or Lemartes and Mephiston. 

The Chaplain gives me a gateway for the angels win relic.  If he was part of a swap for a Captain, the Captain would get the Angels win relic, and might just succumb to the black rage.  The thought of going hammertime on the Opfor's favorite units might be alot of fun.  Lemartes allows reroll charge distances for himself and all DC units in his bubble.  Angels wings gives the user a 3d6 charge distance and no overwatch allowed....

I'm on the fence for the assault squad.  It is full size, but light on AP- weapons (except the fist and meltas).  The tournament this weekend has a painting competition for the big models (I have none), and that may convince some opponents to use them in these smaller point games.  My option for that would be to run/hide. Viable to replace the 10-man assault squad with the same number of wounds (but half the models) in Sanguinary Guard? 

The death company is stuck at 9 models for the moment.  It should really be 10.  Need to steal some points somewhere. However, the issue is dakka going downrange is more important than adding a 1 wound model right now. Still mulling the recommended re-tooling of the DC marines to be Boltgun and chainsword over bolt pistol and chainsword. I guess I may need to just swallow that pill and do it. 

Tac squads are required.  Objective holders.  Razorback seat polishers. Flamers to burn off the scrub weeds from the edges of burned out buildings. 

Razorbacks meet the new build restrictions.  Should paint them to look more like spam cans. 2 of the twin AssCann variety and one of the twin LasCan variety.  I like adding storm bolters and HKMs for extra punch early game. 

Baal Predator - stock solid for more dakka.  The problem is they are just barely better than a razorback for more points.  There is a stratagem available to make them go faster for a movement phase, not ideal.  I considered using a regular predator here, but the basic autocannon/lascannon variant is actually more expensive than the Baal version. 

Thoughts on this list?  Your analysis is important.  My lists trend toward maximizing dice throws downrange and in the scrum. In this variant, I think it would do well vs old school opponents.  It would get hashed and splashed vs the increasingly popular Primaris plasmagun spam.  Making some modifications might make is optimal for use of stratagems (assuming I'm not leafblown or smited off the table turn 1). 

Will be spending Wednesday and Friday night likely working on model changes and repairs...Saturday should be a good day for Krumpin'.  Photos soon.  I was digging around and saw my old all-metal DC squad and chaplain...hmmm...not for this list, but definitely for the next one at 2,000 points....

MING

Monday, January 15, 2018

Blood Angels list musings - feedback?

I was going to title this Blood Angels Blues, but it just did not sound right.  I'll try here to change my blues into musings.

I spent the evening yesterday re-imaging two pre-codex Blood Angel lists (posted last fall) into updated / new codex- and FAQ compliant lists.

Yes, if you did not see it, on Sunday  (1/14/18) GW posted a FAQ for the new Blood Angels codex, which only changed three things, basically:

  • Updated corrected wargear options for an Intercessor Sergeant;
  • Updated corrected wargear for a Company Champion
  • Reduced point cost for Predators (dropping them to base 90 points). 

None of these things helped my list building (revising a 1500 point list and a 1750 point list).

Now, several podcasters have created their own reviews for the BA codex.  The biggest review was by miniwargaming.com (who had catalogued what appears to be every change between the prior and new codex and added up the changes).  All of these had set a tone for my thoughts on list building.

Then I got to work, with the following expectations:

  • Some stuff would cost less;
  • Some stuff would cost less;
  • Some stuff would be more fun;
  • The big thing is the stratagems.

The first things I found were:

  • Although some stuff was less on the base end, some wargear was now more;
  • Some wargear options don't exist any more;
  • The result is I end up taking less;
  • The best options mean a massive re-tooling may need to happen.
Examples of things I need to now consider based on my initial work:

1. Sanguinary priests - in the codex cannot take jump packs or power weapons.  Of all things, Frontline Gaming says that the jump pack-capable version of the Sanguinary Priest in the Index Volume I was still allowable.  I facepalm to think that the FAQ just out just did not add the option (although it added small tweaks to the Company Champion and I-Sergeant). All of my 7th edition lists used not only Jump packs, but also Power Axes.  I have not gone back to the Index version to see if Power weapons are allowed on JP-capable priests, but it they are, I will, and it may raise some eyebrows...Otherwise I need to retool them to pistols and mag-locked chainswords.  Or just not use them.  

2. Yay! Inferno Pistols went down in points.  Boo! Other stuff overall went up!  I had to remove some wargear on 1750 point lists to get them overall below the cap. So the overall expectation of getting more is wrong.   

3. Death company - Most every DC model I have is holding a bolt pistol and chainsword or other power weapons.  As pointed out, all they need is a chainsword to get an extra attack, and for the same points (0) you can have a boltgun instead of the bolt pistol.  There is no need for a pistol now EXCEPT for other kinds of pistols if you can get them in - like hand flamers or inferno or plasma or grav pistols.  Otherwise, bolters are just fine. Shoots more, further, longer, so far pistol shooting has been rare for my models locked in CC. Luckily I also have DC marines already holding bolters.  I'll just paint up some sprues of DC chainswords and mag-lock them to the bolter DC marines, and then paint up more of the Jump packs too (black primer, some red, silver, parchment, good to go!)!  Looks like I need to order more magnets. 

4. Razorbacks - OMG why did I not see this earlier?  Las-plas razorbacks cannot be built from the codex.  It cannot be selected from the upgrades, and twin-plasmaguns are not even an option to buy. Sneaky, but it is in line with the fact that you had to model your own.  I suspect that Forgeworld, who had/has las-plas razorback turrets will have them embedded somewhere in their own rules and books, hopefully at a competitive price.  If you have a new book and it saus the BA's can use them let me know! So yeah, I have extra homework tonight to see if they are gone from the SM codex too.  If so I had not seen that.  Means that I have to re-tool every las-plas razorback turret to either twin-AssCan or twin LasCan variants.

So, if you read this far, here is an example list (for your review - more or less at 1750, 8 CP):

Dante
Mephiston
Chaplain w/ JP, pistol, crozius (upgradable to angels win relic)
Sanguinary Priest, BP/ChS

Assault marines (5) w/ JP, IP, 2xMG, PAxe
Assault marines (5) w/ JP, IP, 2xMG, PFist
Assault marines (5) w/ JP, 1 PS

Death Company (9) w/JP, 1 PS, 1 Paxe, 1 PF
Sanguinary Guard (4), 1 PF, 1 IP, angelus boltguns and encarmine swords
Sanguinary Ancient (1), angelus boltgun, encarmine sword, Company standard (upgradable to relic standard)

Tac Squad (5) w/ flamer
Tac Squad (5) w/ flamer
Scouts (5) w/ sniper rifles and cloaks

Drop pod w/ deathwind launcher
Drop pod w/ deathwind launcher

So, here we have a list that has four units (Dante, chaplain, priest, ancient) that can create enhancement bubbles (Dante = reroll missed hits/fearless bubble, chaplain reroll assault hit misses, priest - ads +1 strentgh ans can heal/raise from dead).  Everything but the scouts can start off-table and drop in turn 1 (unless the OPFPOR can stop that).  Add to that the red thirst and black rage, and stuff can get interesting.  Mephiston and the priest can ride separately in the drop pods.  Throw in some stratagems, and we might have something really thematic here!

Imagine the storyline - the scouts eye the target.  Then the Blood Angels force drops in - and goes right to the assault on the key targets.  If needed the assault force could break to two or so separate assault groups, such as Mephiston/tac/pod and the Chaplain and DC going in one group, the Dante/sanguinary/ancient/tac/pod/priest in the other.  The Blood Angels just pour into the assault, looking to create a devastating turn on the OPFOR in their deployment zone.  After that, stratagems help to move the JP units around to the next target.  For lists above 1750, (like 1850) I can just add more Sanguinary Guards or DC marines.  

Compare the list above to this (more or less 1750, 6 CP):

Dante
Mephiston
Death Company (8) w/ Jump packs, 1 PS/1 PAxe/1PFist
Tac Squad (5), FL
Tac Squad (5), FL
Tac Squad (5), FL
Razorback, TL AssCan, HKM
Razorback, TL AssCan, HKM
Razorback, TL AssCan, HKM
Stormraven Gunship, HBs, TL LasCan, TL MM, SS Missiles

Overall, since ArmyBuilder still offline for 40K, it is such a PITA to write up new lists and make sure they are complete!  To that end, I have my own Excel template now for doing it, but the challenge so far is making sure it is accurate and reflects all the changes / nuances in the new CODEX!  I can only imagine how hard it is for everyone else.  

Crazy!

Overall, I got to finalize a 1500 point list quick to play on Saturday if I'm going to the local FLGS's tournament.  Could essentially do it dropping some wargear/razorback off the list above.  We shall see!  Its a job for tonight! 

As always, your feedback is appreciated.  

MING    

Friday, January 12, 2018

December Blues

Marneus was suitably impressed and dismayed at the same time.  His small detachment was being debriefed on today's exercise.  They had completed a skirmish against a new Primaris force, both were to be the same level in power on the data slate.  But his veteran units had lost badly to the Primaris training unit.  It did not add up.  How could these recently added forces - right out of some stasis storage field and having seemingly no combat experience, beat his own force?  Seemingly, the Primaris training unit was more powerful than advertised...Tigurius just agreed....

Yep, time to get some pictures off my phone.

And yes, a rant.  The December tournament event was based on power levels, and it was interesting to see how my units would do.  In Game 1, the opponent was Kenny, with his new all-Primaris force led by three Captains.  Essentially three squads of intercessors, and 6 or so squads of plasma-maxed Hellblasters.  I had a great plan.  The OPFOR had spread all across their deployment zone, so I used my ability to deep strike Calgar and the Terminators into the right, and worked to focus all of the fighting there.  It was for nought.  The Primaris marines just marched forward, and eventually I was essentially tabled (only aircraft remained) and the game ended.   Even Calgar was beaten by a Primaris Captain.  All of that plasma just overwhelmed everything I had.   

  80 Power Level of Ultramarines....

80 Power level of Blood Angels

The OPFOR.  I cannot remember if they were played just as Ultras or not.  

I played vs this list...it was crazy vs the little remote detonated bomb tanks...

Only game photo of the day?  I gotta get better than this.  But it was a win.

And then this...My terminator Librarian model got an award!  I really need to rebase this guy...it was done on the fly for a tournament long ago...

Overall, as many have alluded to, power levels may be quick to set up, but are open for wide ranges in "equality".  Regardless, model to model, the Primaris marines are definitely a shade better than every older equivalent measured by power. Just something to consider.  I'm thinking it will ultimately be the same in a point comparison too.  That said, my tactics were sound.  Calgar should have krumped the primaris captain, but Kenny was not failing any 3++ shield saves...IIRR I eliminated about a third of his force, while losing pretty much everything of mine. 

I went on afterwards to win the next two games.  Both were great events.  

I'm currently digesting the BA codex, and look to field an all-deep striking army soon, maybe including some of the new Primaris Inceptors or a Lieutenant.  Should be fun! Why be in my own deployment zone when I can be in yours?